/* ============= ai_run The monster has an enemy it is trying to kill ============= */ void ai_run( float dist ) { vec3_t tmpv; if ( k_bloodfest ) { if ( (int)self->s.v.flags & FL_SWIM ) { dist *= 5; // let fish swim faster in bloodfest mode. } else if ( self->bloodfest_boss ) { dist *= 2; // let boss move faster } } movedist = dist; // see if the enemy is dead if ( ISDEAD( PROG_TO_EDICT( self->s.v.enemy ) ) || ( (int)PROG_TO_EDICT( self->s.v.enemy )->s.v.flags & FL_NOTARGET ) ) { self->s.v.enemy = EDICT_TO_PROG( world ); // FIXME: look all around for other targets if ( self->oldenemy && ISLIVE( self->oldenemy ) && !( (int)self->oldenemy->s.v.flags & FL_NOTARGET ) ) { self->s.v.enemy = EDICT_TO_PROG( self->oldenemy ); HuntTarget (); } else { if ( !self->movetarget || self->movetarget == world ) { if ( self->th_stand ) self->th_stand(); } else { if ( self->th_walk ) self->th_walk(); } return; } } self->show_hostile = g_globalvars.time + 1; // wake up other monsters // check knowledge of enemy enemy_vis = visible( PROG_TO_EDICT( self->s.v.enemy ) ); if ( enemy_vis ) self->search_time = g_globalvars.time + 5; // does not search for enemy next 5 seconds // look for other coop players if ( coop && self->search_time < g_globalvars.time ) { if ( FindTarget() ) { // this is fix for too frequent enemy sighting, required for bloodfest mode. if ( !visible( PROG_TO_EDICT( self->s.v.enemy ) ) ) { self->search_time = g_globalvars.time + 5; // does not search for enemy next 5 seconds } return; } } enemy_infront = infront( PROG_TO_EDICT( self->s.v.enemy ) ); enemy_range = range( PROG_TO_EDICT( self->s.v.enemy ) ); VectorSubtract( PROG_TO_EDICT( self->s.v.enemy )->s.v.origin, self->s.v.origin, tmpv); enemy_yaw = vectoyaw( tmpv ); if ( self->attack_state == AS_MISSILE ) { //dprint ("ai_run_missile\n"); ai_run_missile(); return; } if ( self->attack_state == AS_MELEE ) { //dprint ("ai_run_melee\n"); ai_run_melee(); return; } if ( CheckAnyAttack() ) return; // beginning an attack if ( self->attack_state == AS_SLIDING ) { ai_run_slide(); return; } // head straight in movetogoal( dist ); // done in C code... }
/* ============= ai_checkattack Decides if we're going to attack or do something else used by ai_run and ai_stand ============= */ bool ai_checkattack (edict_t *self, float dist) { vec3_t temp; bool hesDeadJim; // this causes monsters to run blindly to the combat point w/o firing if (self->goalentity) { if (self->monsterinfo.aiflags & AI_COMBAT_POINT) return false; if (self->monsterinfo.aiflags & AI_SOUND_TARGET) { if (level.time - self->enemy->teleport_time > 5000) { if (self->goalentity == self->enemy) { if (self->movetarget) self->goalentity = self->movetarget; else self->goalentity = NULL; } self->monsterinfo.aiflags &= ~AI_SOUND_TARGET; if (self->monsterinfo.aiflags & AI_TEMP_STAND_GROUND) self->monsterinfo.aiflags &= ~(AI_STAND_GROUND | AI_TEMP_STAND_GROUND); } else { self->show_hostile = level.time + 1000; return false; } } } enemy_vis = false; // see if the enemy is dead hesDeadJim = false; if ((!self->enemy) || (!self->enemy->r.inuse)) { hesDeadJim = true; } else if (self->monsterinfo.aiflags & AI_MEDIC) { if (self->enemy->health > 0) { hesDeadJim = true; self->monsterinfo.aiflags &= ~AI_MEDIC; } } else { if (self->monsterinfo.aiflags & AI_BRUTAL) { if (self->enemy->health <= -80) hesDeadJim = true; } else { if (self->enemy->health <= 0) hesDeadJim = true; } } if (hesDeadJim) { self->enemy = NULL; // FIXME: look all around for other targets if (self->oldenemy && self->oldenemy->health > 0) { self->enemy = self->oldenemy; self->oldenemy = NULL; HuntTarget (self); } else { if (self->movetarget) { self->goalentity = self->movetarget; self->monsterinfo.walk (self); } else { // we need the pausetime otherwise the stand code // will just revert to walking with no target and // the monsters will wonder around aimlessly trying // to hunt the world entity self->monsterinfo.pausetime = level.time + 100000000; self->monsterinfo.stand (self); } return true; } } self->show_hostile = level.time + 1000; // wake up other monsters // check knowledge of enemy enemy_vis = G_Visible(self, self->enemy); if (enemy_vis) { self->monsterinfo.search_time = level.time + 5000; VectorCopy (self->enemy->s.origin, self->monsterinfo.last_sighting); } // look for other coop players here // if (coop && self->monsterinfo.search_time < level.time) // { // if (FindTarget (self)) // return true; // } enemy_infront = G_InFront(self, self->enemy); enemy_range = range(self, self->enemy); VectorSubtract (self->enemy->s.origin, self->s.origin, temp); enemy_yaw = vectoyaw(temp); // JDC self->ideal_yaw = enemy_yaw; if (self->monsterinfo.attack_state == AS_MISSILE) { ai_run_missile (self); return true; } if (self->monsterinfo.attack_state == AS_MELEE) { ai_run_melee (self); return true; } // if enemy is not currently visible, we will never attack if (!enemy_vis) return false; return self->monsterinfo.checkattack (self); }